Book Image

Mastering Unity 5.x

By : Alan Thorn
Book Image

Mastering Unity 5.x

By: Alan Thorn

Overview of this book

Mastering Unity 5.x is for developers wishing to optimize the features of Unity 5.x. With an in-depth focus on a practical project, learn all about Unity architecture and impressive animation techniques. With this book, produce fun games with confidence.
Table of Contents (16 chapters)
Mastering Unity 5.x
Credits
About the Author
Acknowledgment
About the Reviewer
www.PacktPub.com
Customer Feedback
Preface

Player preferences - loading data


Having previously saved data with PlayerPrefs through Set functions, you can easily load that data back through accompanying Get functions (GetInt, GetFloat, and GetString). With these, you simply specify a unique key name, and Unity returns the respective value. Consider the following code:

int HighScore = PlayerPrefs.GetInt ("HighScore", 0); 
float RemainingTime = PlayerPrefs.GetFloat ("RemainingTime", 0f); 
string Name = PlayerPrefs.GetString ("PlayerName", "Jon Doe"); 

Each Get function requires only one essential parameter; namely, the key to retrieve. This is the first parameter. But what happens if you specify a key that doesn't exist? Which value should be returned by default in that case? To handle this, each Get function supports a second, optional parameter, which is always returned if the specified key doesn't exist.

Note

You can also query whether a specified key exists by using the HasKey function: https://docs.unity3d.com/ScriptReference/PlayerPrefs...